6 janvier 2016 3 06 /01 /janvier /2016 14:50

Une petite image vient d'être diffusée par l'équipe de LTS Modding Team.

La monplace Tatuus F4-T014 utilisée à travers l'Europe devrait se voir bien représentée dans le mod, avec les championnats espagnols, italiens, anglais et allemand proposés.

rFactor 2 - Formule 4, le mod avance.

Source :

Virtualr.net

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27 décembre 2015 7 27 /12 /décembre /2015 09:23

Une nouvelle version (0.81) du Mod Group C pour rFactor 2 est maintenant disponible !

 

Au programme, l'amélioration des physiques et des sons pour la Porsche et la Mazda mais pas que cela...

 

Bons tests à vous !

rFactor Mod Group C 0.81 disponible !
rFactor Mod Group C 0.81 disponible !

Liste des modifications (en anglais) :

Changelog

Fixed skinning not working with raw files, remake the folder again and it will now work.
Graphical updates and fixes.
Class names corrected.
UI Menu pics redone.
Physics Updates
Mod Manual updated, please read.

Both Cars

Sounds Updated.
Revised suspension geometry.
Front downforce now has two positions. A new low downforce setting for high speed tracks with previous drag and a second setting with almost the original downforce level but with more drag than before. All this makes the cars more balanced in all types of tracks.
Cars bottoming solved.
Tyre wear and heating revised.
Engine heat revised.

Porsche

Increased torque curve at low RPM to work better with the turbo engagement. The rear of the car is now more loose and this helps to make tyre wear more balanced (previously the front tyres used to wear too fast).

Mazda

Now there are two boost settings as in real life. Save and Fast. Save setting cuts 500 RPM from the engine keeping the previous fuel usage. Fast setting gives all the previous RPM range and power but uses 8% more fuel.

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24 décembre 2015 4 24 /12 /décembre /2015 08:21

C'est Noël ! L'équipe de Modding Enduracers vient de mettre à disposition le très attendu Mod Flat 6 Series pour rFactor 2 !

 

A télécharger de toute urgence !

Caractéristiques (en anglais) :

Features

Graphics : High fidelity 3D model, with high definition cockpit.
Graphics : 50 paints shemes inspired from the real cars.
Graphics : Highly improved car materials, live reflections, dynamic lightnings and shadings.
Graphics : Animated car driver, with high definition 3D Helmet.
Graphics : Car details with backfire, headlights with Some1 lens flares shaders.
Physics : Accurate car physics, created in collaboration with Gentlemen Racers physics team, with help from real teams and drivers.
Physics : New rF2 deformable tire model, without CPM (still in development).
Physics : Ultra chassis technology.
Physics : Aero updated to match to rF2 improvements.
Physics : FFB adjustment to match to rF2 engine.
Physics : Suspension geometry improved.
Physics : Rain tires.
Sounds : Accurate and detailed sounds.
Sounds : Up to date rF2 sounds features.

Helpful Information

The Flat6 Series has no blip, you need to make heals/toes technique on braking/down shifting phases.
The Flat6 series has to be driven with degressive braking technics like in real race cars.
The Flat6 Series has no driving help (NO ABS, NO Traction Control). They are disabled in the mod.
The cars has been beta tested on several hardware and driving wheels brands (Logitech G25/27/DFGT, Thrustmaster T300/T500, Fanatec ClubSport) and is calibrated to work with all.
If needed you can adjust FFB power using the FFB Upgrade in game tuning options of the car.

The Car

Engine: 3,797 cc; stroke 76.4 mm; bore 102.7 mm diameter.
Power: 450 hp at 7,500 rpm.
Max RPM: 8,500 rpm
Gearbox: Six-speed sequential dog-type gearbox (G97/63) with active oil cooling and pressure-oil lubrication.
Brakes: Aluminium six-piston calipers, in red at front, 380mm. Aluminium four-piston calipers, in red at rear, 355mm.
Suspension: McPherson strut-type axle, height-adjustable.
Tank capacity: 100 Liters.
Weight: 1160 kg.

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16 décembre 2015 3 16 /12 /décembre /2015 12:00

La légende est en marche (enfin en cours de modélisation...). L'équipe d'Apex Modding non contente de travailler sur un mod FIA GT3 des plus poussés et complet (ici) a décidé de se lancer dans la réalisation d'une des machines les plus emblématiques de l'histoire, la Porsche 917K.

rFactor 2 - Porsche 917 par Apex Modding.

rFactor 2, est bien entendu le jeu retenu par "AM". Et même si le chemin est encore long à parcourir, elle nous donne déjà l'envie d'incarner Steeve McQueen ou Helmut Marko...

rFactor 2 - Porsche 917 par Apex Modding.
rFactor 2 - Porsche 917 par Apex Modding.

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9 décembre 2015 3 09 /12 /décembre /2015 15:59

Présentation vidéo des voitures présentes dans la version 0.9.3 du mod dédié aux championnat GT3 développé par l'équipe d'Apex Modding pour rFactor 2.

Il reste encore du travail, mais la physique est comme souvent très réussie et il vous sera intéressant de peaufiner votre réglage et finir par tomber amoureux d'une de ces voitures.

rFactor 2 – Apex Modding Team FIA GT3

La liste des modèles inclus dans le mod :

  • BMW Z4 GT3
  • Ferrari 458 GT3
  • Mclaren MP4/12c GT3
  • Mercedes SLS GT3
  • Covette C06-R GT3
  • Chevrolet Camaro
  • Porsche 997 GT3

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22 novembre 2015 7 22 /11 /novembre /2015 07:00

Nouvelles images du mod FIA GT3 développé depuis près de cinq ans par l'équipe d'Apex Modding, maintenant en cours de réalisation pour rFactor 2.

rFactor 2 - FIA GT3 par Apex Modding...
rFactor 2 - FIA GT3 par Apex Modding...
rFactor 2 - FIA GT3 par Apex Modding...
rFactor 2 - FIA GT3 par Apex Modding...

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11 novembre 2015 3 11 /11 /novembre /2015 12:25

Une nouvelle version (0.99) du circuit Longford 1967 est maintenant disponible pour rFactor 2 !

La longue liste des modifications (en anglais) :

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|========================================|
|===============CHANGE LOG===============|
|======What is new in this version?======|
|========================================|
+@@@@@@@@@@@@@@@@@ V0.99 @@@@@@@@@@@@@@@@+
– Road: Slight changes to road surface before pub, including what appears to be a pot hole filling, as recently noticed in ref material, and repair patch at begining of yellow pitlane line.
– Road: Changes to road materials and specular masks.
– Road Decals: Some small material and texture changes (higher res).
– Control Tower: Some renovations to the rear of the tower, reconfiguration of scaffolding, addition of external doorknobs, addition of floodlights, and some basic interior fitout.
– Control Tower: Reworked/new textures and materials as a result of above mesh updates.
– Control Tower: Added small custom “wind” animation to awnings (it’s not great, but it’s something).
– Control Tower: Added working clock.
– Pits: Fixed an unnoticed mapping error causing broken lighting reactions, and updated sponsor signs with some new fictional advertising and updated textures and material settings.
– Pits: Replaced names of real drivers, teams, cars (to avoid potential legal troubles).
– Foot Bridge: Reworking of stairs, some slight extra mesh detailing, mapping changes reducing absolute texture size, and removal of fake shadow caster (visible mesh now casts shadow).
– Tram/Police Centre: Small update to texture and material.
– Food Stall/Toilets: Small update to textures and material.
– Bleachers: New highpoly model with new texture (old model still used for lower detail levels).
– Spectator Cars: Retoned paint colours and removed some details from textures to make the cars less specific.
– Spectator Cars: Corrected a mesh error that had appeared on some station wagons.
– Pub: Some small mesh, mapping, and texture changes.
– Pump Station: Upgraded pump station building (driver’s right after King’s Bridge) with more mesh detail, new textures, and new material.
– Houses: Upgraded house models with more polygons and new textures.
– Houses: Some changes to house distribution based on reference photos.
– House Fences: Small updates to the front fences of some houses, as well as brand new white picket fence after rail crossing.
– Kerbs/Gutters: Increased mesh density for smoothing hard edges.
– Gutter/Footpath: Remade and extended gutter/footpath on the left side of the beginning of Tannery Straight (in the town).
– Driveway Thresholds: Added concrete ramps over gutter to footpath.
– Haybales: Welded and smoothed bales (they look a bit better and a bit worse now – different… just different)
– Fences: Some small changes to textures and materials of timber plank fences.
– Railway Crossing Signs: Higher poly meshes with new textures and material.
– Railway Signal Tower: Higher poly mesh with new textures and material.
– Sponsor Tower Signs: New meshes and textures for global oil company sponsor signs.
– Sponsor Signs and Banners: Replaced most real-world tradenames and imagery with fictional alternatives.
– Sponsor Signs and Banners: Have aquired approval to use some registered tradenames and branding from the real-life events.
– Sponsor Signs and Banners: Moved and rescaled (smaller) red cola sign at viaduct, based on photo reference.
– Starting Lights: Fixed material animation error and changed sequence to single red light, then green light.
– AIW: All new AIW files due to online grid errors in old version.
– AIW: New AIW may produce faster AI laptimes (have added slight limitation on AI acceleration).
– AIW: Removed “Historic Grid” & “Level Grid” layouts, which were having some grid troubles.
– AIW: Changed (due to congestion) garage/pit/grid capacity to 36/12/36, down from 42/13/42.
– AIW: Adjustments to blocking path, aimed at reducing severe blocking on the Flying Mile.
– AIW: Added “Fast_H” fast path for Cobras, which more than any other car were cutting the turn off of Long Bridge.
– AIW: Added “OW3_Fast” path for Skip Barber, which wasn’t handling some slow-down hacks in the main fast path.
– CAM: Moved (lowered) trackside camera in group one due to removal of perch in same location.
– HDR: Adjustments to a number of textures (over 80 different objects) that were excessively clipping against the white point of the new build 948 HDR automation.
– Standardisation: Slight changes to file name structures to match ISI format more closely.
– Optimisation: Some fairly insignificant batching and/or material reduction could improve performance slightly.
– Optimisation: Pit tents and metal fence panels now visable in high/med detail levels, may slightly reduce fps.

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8 novembre 2015 7 08 /11 /novembre /2015 09:32

MAK Corp vient de mettre à disposition une nouvelle version (0.88) du Mod Group C pour rFactor 2 !

 

La mise à jour comporte des améliorations physiques pour la Mazda 787B ainsi que pour la Porsche 962C.

rFactor 2 Mod Group C 0.80 disponible !
rFactor 2 Mod Group C 0.80 disponible !

Liste des modifications (en anglais) :

Changelog

Porsche 962C

ADDED: New Torque Curve for each engine. More Torque at low RPM and power peak at lower RPM to make the engines more “Porsche”
CHANGED: Engines use a bit less fuel
CHANGED: Small increase on brake power
CHANGED: Headlight flicker reduced but remains for now as the only way to stop it is to increase near cam clip distance which when changed to fix flickering, clips the cockpit, so not useable.
FIXED: Manual clutch torque

Mazda 787B

CHANGED: Small physics adjustments
CHANGED: Drag adjustment
CHANGED: Small decrease on brake power
CHANGED: Downshift sound modified/removed when using manual clutch
FIXED: Manual clutch torque

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13 octobre 2015 2 13 /10 /octobre /2015 14:00

Voici quelques superbes rendus de la Ligier JS P2 qui sera de la partie dans le célèbre mod "Endurance Series" en développement pour rFactor 2.

Cette machine créée pour accueillir différents blocs homologués pour le LMP2. Elle a commencé sa carrière en sport automobile aux 24 heures du mans 2014, en WEC.

Aujourd'hui ce prototype est devenu une référence dans les championnats d'endurances en Asie ou encore en USCC.

rFactor 2 - Ligier JS LMP2.
rFactor 2 - Ligier JS LMP2.
rFactor 2 - Ligier JS LMP2.

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10 octobre 2015 6 10 /10 /octobre /2015 07:00

Le célèbre "groupe C" en développement chez nos amis de chez "Mak-Corp" vient de se mettre à jour et propose désormais la monstrueuse Porsche 962C en plus de la célèbre Mazda 787B victorieuse du double tour d'horloge, au Mans , en 1991.

rFactor 2 – Le mod "Groupe C" accueille la 962C

Cette mise à jour inclut également une physique revisitée, un historique de chaque modèle et enfin la correction de nombreux bugs.

rFactor 2 – Le mod "Groupe C" accueille la 962C

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